migrate SpatiallyNestable::getOrientation to getWorldOrientation, remove redundant getRotation

This commit is contained in:
ZappoMan 2017-10-28 10:14:25 -07:00
parent a7a0f03ede
commit f63db42c0e
48 changed files with 141 additions and 145 deletions

View file

@ -967,7 +967,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
// use our MyAvatar position and quat for address manager path
addressManager->setPositionGetter([this]{ return getMyAvatar()->getWorldPosition(); });
addressManager->setOrientationGetter([this]{ return getMyAvatar()->getOrientation(); });
addressManager->setOrientationGetter([this]{ return getMyAvatar()->getWorldOrientation(); });
connect(addressManager.data(), &AddressManager::hostChanged, this, &Application::updateWindowTitle);
connect(this, &QCoreApplication::aboutToQuit, addressManager.data(), &AddressManager::storeCurrentAddress);
@ -2400,7 +2400,7 @@ void Application::updateCamera(RenderArgs& renderArgs) {
auto hmdWorldMat = myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
_myCamera.setOrientation(glm::normalize(glmExtractRotation(hmdWorldMat)));
_myCamera.setPosition(extractTranslation(hmdWorldMat) +
myAvatar->getOrientation() * boomOffset);
myAvatar->getWorldOrientation() * boomOffset);
}
else {
_myCamera.setOrientation(myAvatar->getHead()->getOrientation());
@ -2410,13 +2410,13 @@ void Application::updateCamera(RenderArgs& renderArgs) {
}
else {
_myCamera.setPosition(myAvatar->getDefaultEyePosition()
+ myAvatar->getOrientation() * boomOffset);
+ myAvatar->getWorldOrientation() * boomOffset);
}
}
}
else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
if (isHMDMode()) {
auto mirrorBodyOrientation = myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f));
auto mirrorBodyOrientation = myAvatar->getWorldOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f));
glm::quat hmdRotation = extractRotation(myAvatar->getHMDSensorMatrix());
// Mirror HMD yaw and roll
@ -2439,11 +2439,11 @@ void Application::updateCamera(RenderArgs& renderArgs) {
+ mirrorBodyOrientation * hmdOffset);
}
else {
_myCamera.setOrientation(myAvatar->getOrientation()
_myCamera.setOrientation(myAvatar->getWorldOrientation()
* glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
_myCamera.setPosition(myAvatar->getDefaultEyePosition()
+ glm::vec3(0, _raiseMirror * myAvatar->getModelScale(), 0)
+ (myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
+ (myAvatar->getWorldOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
}
renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
@ -2453,12 +2453,12 @@ void Application::updateCamera(RenderArgs& renderArgs) {
if (cameraEntity != nullptr) {
if (isHMDMode()) {
glm::quat hmdRotation = extractRotation(myAvatar->getHMDSensorMatrix());
_myCamera.setOrientation(cameraEntity->getRotation() * hmdRotation);
_myCamera.setOrientation(cameraEntity->getWorldOrientation() * hmdRotation);
glm::vec3 hmdOffset = extractTranslation(myAvatar->getHMDSensorMatrix());
_myCamera.setPosition(cameraEntity->getWorldPosition() + (hmdRotation * hmdOffset));
}
else {
_myCamera.setOrientation(cameraEntity->getRotation());
_myCamera.setOrientation(cameraEntity->getWorldOrientation());
_myCamera.setPosition(cameraEntity->getWorldPosition());
}
}
@ -3870,7 +3870,7 @@ void Application::idle() {
if (!_keyboardFocusedEntity.get().isInvalidID()) {
auto entity = getEntities()->getTree()->findEntityByID(_keyboardFocusedEntity.get());
if (entity && _keyboardFocusHighlight) {
_keyboardFocusHighlight->setRotation(entity->getRotation());
_keyboardFocusHighlight->setWorldOrientation(entity->getWorldOrientation());
_keyboardFocusHighlight->setWorldPosition(entity->getWorldPosition());
}
} else {
@ -3878,7 +3878,7 @@ void Application::idle() {
auto overlay =
std::dynamic_pointer_cast<Web3DOverlay>(getOverlays().getOverlay(_keyboardFocusedOverlay.get()));
if (overlay && _keyboardFocusHighlight) {
_keyboardFocusHighlight->setRotation(overlay->getRotation());
_keyboardFocusHighlight->setWorldOrientation(overlay->getWorldOrientation());
_keyboardFocusHighlight->setWorldPosition(overlay->getWorldPosition());
}
}
@ -4293,7 +4293,7 @@ void Application::updateMyAvatarLookAtPosition() {
// TODO -- this code is probably wrong, getHeadPose() returns something in sensor frame, not avatar
glm::mat4 headPose = getActiveDisplayPlugin()->getHeadPose();
glm::quat hmdRotation = glm::quat_cast(headPose);
lookAtSpot = _myCamera.getPosition() + myAvatar->getOrientation() * (hmdRotation * lookAtPosition);
lookAtSpot = _myCamera.getPosition() + myAvatar->getWorldOrientation() * (hmdRotation * lookAtPosition);
} else {
lookAtSpot = myAvatar->getHead()->getEyePosition()
+ (myAvatar->getHead()->getFinalOrientationInWorldFrame() * lookAtPosition);
@ -4519,7 +4519,7 @@ void Application::setKeyboardFocusHighlight(const glm::vec3& position, const glm
}
// Position focus
_keyboardFocusHighlight->setRotation(rotation);
_keyboardFocusHighlight->setWorldOrientation(rotation);
_keyboardFocusHighlight->setWorldPosition(position);
_keyboardFocusHighlight->setDimensions(dimensions);
_keyboardFocusHighlight->setVisible(true);
@ -4557,7 +4557,7 @@ void Application::setKeyboardFocusEntity(const EntityItemID& entityItemID) {
}
_lastAcceptedKeyPress = usecTimestampNow();
setKeyboardFocusHighlight(entity->getWorldPosition(), entity->getRotation(),
setKeyboardFocusHighlight(entity->getWorldPosition(), entity->getWorldOrientation(),
entity->getDimensions() * FOCUS_HIGHLIGHT_EXPANSION_FACTOR);
}
}
@ -4594,7 +4594,7 @@ void Application::setKeyboardFocusOverlay(const OverlayID& overlayID) {
if (overlay->getProperty("showKeyboardFocusHighlight").toBool()) {
auto size = overlay->getSize() * FOCUS_HIGHLIGHT_EXPANSION_FACTOR;
const float OVERLAY_DEPTH = 0.0105f;
setKeyboardFocusHighlight(overlay->getWorldPosition(), overlay->getRotation(), glm::vec3(size.x, size.y, OVERLAY_DEPTH));
setKeyboardFocusHighlight(overlay->getWorldPosition(), overlay->getWorldOrientation(), glm::vec3(size.x, size.y, OVERLAY_DEPTH));
} else if (_keyboardFocusHighlight) {
_keyboardFocusHighlight->setVisible(false);
}
@ -4686,7 +4686,7 @@ void Application::update(float deltaTime) {
controller::InputCalibrationData calibrationData = {
myAvatar->getSensorToWorldMatrix(),
createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getWorldPosition()),
createMatFromQuatAndPos(myAvatar->getWorldOrientation(), myAvatar->getWorldPosition()),
myAvatar->getHMDSensorMatrix(),
myAvatar->getCenterEyeCalibrationMat(),
myAvatar->getHeadCalibrationMat(),
@ -4796,7 +4796,7 @@ void Application::update(float deltaTime) {
};
// copy controller poses from userInputMapper to myAvatar.
glm::mat4 myAvatarMatrix = createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getWorldPosition());
glm::mat4 myAvatarMatrix = createMatFromQuatAndPos(myAvatar->getWorldOrientation(), myAvatar->getWorldPosition());
glm::mat4 worldToSensorMatrix = glm::inverse(myAvatar->getSensorToWorldMatrix());
glm::mat4 avatarToSensorMatrix = worldToSensorMatrix * myAvatarMatrix;
for (auto& action : avatarControllerActions) {
@ -6437,9 +6437,9 @@ void Application::addAssetToWorldAddEntity(QString filePath, QString mapping) {
properties.setShapeType(SHAPE_TYPE_SIMPLE_COMPOUND);
properties.setCollisionless(true); // Temporarily set so that doesn't collide with avatar.
properties.setVisible(false); // Temporarily set so that don't see at large unresized dimensions.
glm::vec3 positionOffset = getMyAvatar()->getOrientation() * (getMyAvatar()->getSensorToWorldScale() * glm::vec3(0.0f, 0.0f, -2.0f));
glm::vec3 positionOffset = getMyAvatar()->getWorldOrientation() * (getMyAvatar()->getSensorToWorldScale() * glm::vec3(0.0f, 0.0f, -2.0f));
properties.setPosition(getMyAvatar()->getWorldPosition() + positionOffset);
properties.setRotation(getMyAvatar()->getOrientation());
properties.setRotation(getMyAvatar()->getWorldOrientation());
properties.setGravity(glm::vec3(0.0f, 0.0f, 0.0f));
auto entityID = DependencyManager::get<EntityScriptingInterface>()->addEntity(properties);

View file

@ -531,5 +531,5 @@ void AvatarActionHold::lateAvatarUpdate(const AnimPose& prePhysicsRoomPose, cons
bool positionSuccess;
ownerEntity->setWorldPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset(), positionSuccess, false);
bool orientationSuccess;
ownerEntity->setOrientation(bulletToGLM(worldTrans.getRotation()), orientationSuccess, false);
ownerEntity->setWorldOrientation(bulletToGLM(worldTrans.getRotation()), orientationSuccess, false);
}

View file

@ -111,7 +111,7 @@ glm::vec3 AvatarMotionState::getObjectPosition() const {
// virtual
glm::quat AvatarMotionState::getObjectRotation() const {
return _avatar->getOrientation();
return _avatar->getWorldOrientation();
}
// virtual

View file

@ -197,7 +197,7 @@ MyAvatar::MyAvatar(QThread* thread) :
}
setWorldPosition(dummyAvatar.getWorldPosition());
setOrientation(dummyAvatar.getOrientation());
setWorldOrientation(dummyAvatar.getWorldOrientation());
if (!dummyAvatar.getAttachmentData().isEmpty()) {
setAttachmentData(dummyAvatar.getAttachmentData());
@ -250,11 +250,11 @@ void MyAvatar::registerMetaTypes(ScriptEnginePointer engine) {
}
void MyAvatar::setOrientationVar(const QVariant& newOrientationVar) {
Avatar::setOrientation(quatFromVariant(newOrientationVar));
Avatar::setWorldOrientation(quatFromVariant(newOrientationVar));
}
QVariant MyAvatar::getOrientationVar() const {
return quatToVariant(Avatar::getOrientation());
return quatToVariant(Avatar::getWorldOrientation());
}
glm::quat MyAvatar::getOrientationOutbound() const {
@ -329,7 +329,7 @@ void MyAvatar::centerBody() {
// this will become our new position.
setWorldPosition(worldBodyPos);
setOrientation(worldBodyRot);
setWorldOrientation(worldBodyRot);
// reset the body in sensor space
_bodySensorMatrix = newBodySensorMatrix;
@ -373,7 +373,7 @@ void MyAvatar::reset(bool andRecenter, bool andReload, bool andHead) {
// this will become our new position.
setWorldPosition(worldBodyPos);
setOrientation(worldBodyRot);
setWorldOrientation(worldBodyRot);
// now sample the new hmd orientation AFTER sensor reset, which should be identity.
glm::mat4 identity;
@ -411,7 +411,7 @@ void MyAvatar::update(float deltaTime) {
if (_goToPending) {
setWorldPosition(_goToPosition);
setOrientation(_goToOrientation);
setWorldOrientation(_goToOrientation);
_headControllerFacingMovingAverage = _headControllerFacing; // reset moving average
_goToPending = false;
// updateFromHMDSensorMatrix (called from paintGL) expects that the sensorToWorldMatrix is updated for any position changes
@ -666,7 +666,7 @@ void MyAvatar::updateSensorToWorldMatrix() {
// update the sensor mat so that the body position will end up in the desired
// position when driven from the head.
float sensorToWorldScale = getEyeHeight() / getUserEyeHeight();
glm::mat4 desiredMat = createMatFromScaleQuatAndPos(glm::vec3(sensorToWorldScale), getOrientation(), getWorldPosition());
glm::mat4 desiredMat = createMatFromScaleQuatAndPos(glm::vec3(sensorToWorldScale), getWorldOrientation(), getWorldPosition());
_sensorToWorldMatrix = desiredMat * glm::inverse(_bodySensorMatrix);
lateUpdatePalms();
@ -784,7 +784,7 @@ controller::Pose MyAvatar::getRightHandTipPose() const {
glm::vec3 MyAvatar::worldToJointPoint(const glm::vec3& position, const int jointIndex) const {
glm::vec3 jointPos = getWorldPosition();//default value if no or invalid joint specified
glm::quat jointRot = getRotation();//default value if no or invalid joint specified
glm::quat jointRot = getWorldOrientation();//default value if no or invalid joint specified
if (jointIndex != -1) {
if (_skeletonModel->getJointPositionInWorldFrame(jointIndex, jointPos)) {
_skeletonModel->getJointRotationInWorldFrame(jointIndex, jointRot);
@ -799,7 +799,7 @@ glm::vec3 MyAvatar::worldToJointPoint(const glm::vec3& position, const int joint
}
glm::vec3 MyAvatar::worldToJointDirection(const glm::vec3& worldDir, const int jointIndex) const {
glm::quat jointRot = getRotation();//default value if no or invalid joint specified
glm::quat jointRot = getWorldOrientation();//default value if no or invalid joint specified
if ((jointIndex != -1) && (!_skeletonModel->getJointRotationInWorldFrame(jointIndex, jointRot))) {
qWarning() << "Invalid joint index specified: " << jointIndex;
}
@ -809,7 +809,7 @@ glm::vec3 MyAvatar::worldToJointDirection(const glm::vec3& worldDir, const int j
}
glm::quat MyAvatar::worldToJointRotation(const glm::quat& worldRot, const int jointIndex) const {
glm::quat jointRot = getRotation();//default value if no or invalid joint specified
glm::quat jointRot = getWorldOrientation();//default value if no or invalid joint specified
if ((jointIndex != -1) && (!_skeletonModel->getJointRotationInWorldFrame(jointIndex, jointRot))) {
qWarning() << "Invalid joint index specified: " << jointIndex;
}
@ -819,7 +819,7 @@ glm::quat MyAvatar::worldToJointRotation(const glm::quat& worldRot, const int jo
glm::vec3 MyAvatar::jointToWorldPoint(const glm::vec3& jointSpacePos, const int jointIndex) const {
glm::vec3 jointPos = getWorldPosition();//default value if no or invalid joint specified
glm::quat jointRot = getRotation();//default value if no or invalid joint specified
glm::quat jointRot = getWorldOrientation();//default value if no or invalid joint specified
if (jointIndex != -1) {
if (_skeletonModel->getJointPositionInWorldFrame(jointIndex, jointPos)) {
@ -836,7 +836,7 @@ glm::vec3 MyAvatar::jointToWorldPoint(const glm::vec3& jointSpacePos, const int
}
glm::vec3 MyAvatar::jointToWorldDirection(const glm::vec3& jointSpaceDir, const int jointIndex) const {
glm::quat jointRot = getRotation();//default value if no or invalid joint specified
glm::quat jointRot = getWorldOrientation();//default value if no or invalid joint specified
if ((jointIndex != -1) && (!_skeletonModel->getJointRotationInWorldFrame(jointIndex, jointRot))) {
qWarning() << "Invalid joint index specified: " << jointIndex;
}
@ -845,7 +845,7 @@ glm::vec3 MyAvatar::jointToWorldDirection(const glm::vec3& jointSpaceDir, const
}
glm::quat MyAvatar::jointToWorldRotation(const glm::quat& jointSpaceRot, const int jointIndex) const {
glm::quat jointRot = getRotation();//default value if no or invalid joint specified
glm::quat jointRot = getWorldOrientation();//default value if no or invalid joint specified
if ((jointIndex != -1) && (!_skeletonModel->getJointRotationInWorldFrame(jointIndex, jointRot))) {
qWarning() << "Invalid joint index specified: " << jointIndex;
}
@ -1301,7 +1301,7 @@ eyeContactTarget MyAvatar::getEyeContactTarget() {
}
glm::vec3 MyAvatar::getDefaultEyePosition() const {
return getWorldPosition() + getOrientation() * Quaternions::Y_180 * _skeletonModel->getDefaultEyeModelPosition();
return getWorldPosition() + getWorldOrientation() * Quaternions::Y_180 * _skeletonModel->getDefaultEyeModelPosition();
}
const float SCRIPT_PRIORITY = 1.0f + 1.0f;
@ -1460,7 +1460,7 @@ glm::vec3 MyAvatar::getSkeletonPosition() const {
// The avatar is rotated PI about the yAxis, so we have to correct for it
// to get the skeleton offset contribution in the world-frame.
const glm::quat FLIP = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
return getWorldPosition() + getOrientation() * FLIP * _skeletonOffset;
return getWorldPosition() + getWorldOrientation() * FLIP * _skeletonOffset;
}
return Avatar::getWorldPosition();
}
@ -1508,7 +1508,7 @@ controller::Pose MyAvatar::getControllerPoseInWorldFrame(controller::Action acti
controller::Pose MyAvatar::getControllerPoseInAvatarFrame(controller::Action action) const {
auto pose = getControllerPoseInWorldFrame(action);
if (pose.valid) {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getWorldPosition()));
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getWorldOrientation(), getWorldPosition()));
return pose.transform(invAvatarMatrix);
} else {
return controller::Pose(); // invalid pose
@ -1527,7 +1527,7 @@ void MyAvatar::updateMotors() {
// we decompose camera's rotation and store the twist part in motorRotation
// however, we need to perform the decomposition in the avatar-frame
// using the local UP axis and then transform back into world-frame
glm::quat orientation = getOrientation();
glm::quat orientation = getWorldOrientation();
glm::quat headOrientation = glm::inverse(orientation) * getMyHead()->getHeadOrientation(); // avatar-frame
glm::quat liftRotation;
swingTwistDecomposition(headOrientation, Vectors::UNIT_Y, liftRotation, motorRotation);
@ -1547,7 +1547,7 @@ void MyAvatar::updateMotors() {
if (_scriptedMotorFrame == SCRIPTED_MOTOR_CAMERA_FRAME) {
motorRotation = getMyHead()->getHeadOrientation() * glm::angleAxis(PI, Vectors::UNIT_Y);
} else if (_scriptedMotorFrame == SCRIPTED_MOTOR_AVATAR_FRAME) {
motorRotation = getOrientation() * glm::angleAxis(PI, Vectors::UNIT_Y);
motorRotation = getWorldOrientation() * glm::angleAxis(PI, Vectors::UNIT_Y);
} else {
// world-frame
motorRotation = glm::quat();
@ -1575,7 +1575,7 @@ void MyAvatar::prepareForPhysicsSimulation() {
_characterController.setParentVelocity(parentVelocity);
_characterController.setScaleFactor(getSensorToWorldScale());
_characterController.setPositionAndOrientation(getWorldPosition(), getOrientation());
_characterController.setPositionAndOrientation(getWorldPosition(), getWorldOrientation());
auto headPose = getControllerPoseInAvatarFrame(controller::Action::HEAD);
if (headPose.isValid()) {
_follow.prePhysicsUpdate(*this, deriveBodyFromHMDSensor(), _bodySensorMatrix, hasDriveInput());
@ -1610,7 +1610,7 @@ void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
_characterController.getPositionAndOrientation(position, orientation);
} else {
position = getWorldPosition();
orientation = getOrientation();
orientation = getWorldOrientation();
}
nextAttitude(position, orientation);
_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
@ -1847,14 +1847,14 @@ void MyAvatar::postUpdate(float deltaTime, const render::ScenePointer& scene) {
}
DebugDraw::getInstance().updateMyAvatarPos(getWorldPosition());
DebugDraw::getInstance().updateMyAvatarRot(getOrientation());
DebugDraw::getInstance().updateMyAvatarRot(getWorldOrientation());
AnimPose postUpdateRoomPose(_sensorToWorldMatrix);
updateHoldActions(_prePhysicsRoomPose, postUpdateRoomPose);
if (_enableDebugDrawDetailedCollision) {
AnimPose rigToWorldPose(glm::vec3(1.0f), getRotation() * Quaternions::Y_180, getWorldPosition());
AnimPose rigToWorldPose(glm::vec3(1.0f), getWorldOrientation() * Quaternions::Y_180, getWorldPosition());
const int NUM_DEBUG_COLORS = 8;
const glm::vec4 DEBUG_COLORS[NUM_DEBUG_COLORS] = {
glm::vec4(1.0f, 1.0f, 1.0f, 1.0f),
@ -1972,7 +1972,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
speedFactor = glm::min(speed / _lastDrivenSpeed, 1.0f);
}
float direction = glm::dot(getVelocity(), getRotation() * Vectors::UNIT_NEG_Z) > 0.0f ? 1.0f : -1.0f;
float direction = glm::dot(getVelocity(), getWorldOrientation() * Vectors::UNIT_NEG_Z) > 0.0f ? 1.0f : -1.0f;
float rollAngle = glm::degrees(asinf(glm::dot(IDENTITY_UP, _hmdSensorOrientation * IDENTITY_RIGHT)));
float rollSign = rollAngle < 0.0f ? -1.0f : 1.0f;
@ -1985,12 +1985,12 @@ void MyAvatar::updateOrientation(float deltaTime) {
// update body orientation by movement inputs
glm::quat initialOrientation = getOrientationOutbound();
setOrientation(getOrientation() * glm::quat(glm::radians(glm::vec3(0.0f, totalBodyYaw, 0.0f))));
setWorldOrientation(getWorldOrientation() * glm::quat(glm::radians(glm::vec3(0.0f, totalBodyYaw, 0.0f))));
if (snapTurn) {
// Whether or not there is an existing smoothing going on, just reset the smoothing timer and set the starting position as the avatar's current position, then smooth to the new position.
_smoothOrientationInitial = initialOrientation;
_smoothOrientationTarget = getOrientation();
_smoothOrientationTarget = getWorldOrientation();
_smoothOrientationTimer = 0.0f;
}
@ -2107,7 +2107,7 @@ void MyAvatar::updatePosition(float deltaTime) {
// scan for walkability
glm::vec3 position = getWorldPosition();
MyCharacterController::RayShotgunResult result;
glm::vec3 step = deltaTime * (getRotation() * _actionMotorVelocity);
glm::vec3 step = deltaTime * (getWorldOrientation() * _actionMotorVelocity);
_characterController.testRayShotgun(position, step, result);
_characterController.setStepUpEnabled(result.walkable);
}
@ -2325,7 +2325,7 @@ void MyAvatar::goToLocation(const glm::vec3& newPosition,
_goToPending = true;
_goToPosition = newPosition;
_goToOrientation = getOrientation();
_goToOrientation = getWorldOrientation();
if (hasOrientation) {
qCDebug(interfaceapp).nospace() << "MyAvatar goToLocation - new orientation is "
<< newOrientation.x << ", " << newOrientation.y << ", " << newOrientation.z << ", " << newOrientation.w;
@ -2394,7 +2394,7 @@ bool MyAvatar::requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& bette
return false; // no entity tree
}
// More utilities.
const auto offset = getOrientation() *_characterController.getCapsuleLocalOffset();
const auto offset = getWorldOrientation() *_characterController.getCapsuleLocalOffset();
const auto capsuleCenter = positionIn + offset;
const auto up = _worldUpDirection, down = -up;
glm::vec3 upperIntersection, upperNormal, lowerIntersection, lowerNormal;
@ -2960,7 +2960,7 @@ glm::mat4 MyAvatar::computeCameraRelativeHandControllerMatrix(const glm::mat4& c
glm::mat4 controllerWorldMatrix = getSensorToWorldMatrix() * delta * controllerSensorMatrix;
// transform controller into avatar space
glm::mat4 avatarMatrix = createMatFromQuatAndPos(getOrientation(), getWorldPosition());
glm::mat4 avatarMatrix = createMatFromQuatAndPos(getWorldOrientation(), getWorldPosition());
return glm::inverse(avatarMatrix) * controllerWorldMatrix;
}
@ -3164,7 +3164,7 @@ bool MyAvatar::pinJoint(int index, const glm::vec3& position, const glm::quat& o
}
slamPosition(position);
setOrientation(orientation);
setWorldOrientation(orientation);
_skeletonModel->getRig().setMaxHipsOffsetLength(0.05f);

View file

@ -64,7 +64,7 @@ void MyCharacterController::updateShapeIfNecessary() {
_rigidBody->setSleepingThresholds(0.0f, 0.0f);
_rigidBody->setAngularFactor(0.0f);
_rigidBody->setWorldTransform(btTransform(glmToBullet(_avatar->getOrientation()),
_rigidBody->setWorldTransform(btTransform(glmToBullet(_avatar->getWorldOrientation()),
glmToBullet(_avatar->getWorldPosition())));
_rigidBody->setDamping(0.0f, 0.0f);
if (_state == State::Hover) {

View file

@ -39,7 +39,7 @@ glm::quat MyHead::getHeadOrientation() const {
return headPose.rotation * Quaternions::Y_180;
}
return myAvatar->getOrientation() * glm::quat(glm::radians(glm::vec3(_basePitch, 0.0f, 0.0f)));
return myAvatar->getWorldOrientation() * glm::quat(glm::radians(glm::vec3(_basePitch, 0.0f, 0.0f)));
}
void MyHead::simulate(float deltaTime) {

View file

@ -29,7 +29,7 @@ const PickRay JointRayPick::getPickRay(bool& valid) const {
glm::vec3 jointPos = useAvatarHead ? myAvatar->getHeadPosition() : myAvatar->getAbsoluteJointTranslationInObjectFrame(jointIndex);
glm::quat jointRot = useAvatarHead ? myAvatar->getHeadOrientation() : myAvatar->getAbsoluteJointRotationInObjectFrame(jointIndex);
glm::vec3 avatarPos = myAvatar->getWorldPosition();
glm::quat avatarRot = myAvatar->getOrientation();
glm::quat avatarRot = myAvatar->getWorldOrientation();
glm::vec3 pos = useAvatarHead ? jointPos : avatarPos + (avatarRot * jointPos);
glm::quat rot = useAvatarHead ? jointRot * glm::angleAxis(-PI / 2.0f, Vectors::RIGHT) : avatarRot * jointRot;

View file

@ -162,7 +162,7 @@ void LaserPointer::updateRenderState(const RenderState& renderState, const Inter
}
if (!renderState.getEndID().isNull()) {
QVariantMap endProps;
glm::quat faceAvatarRotation = DependencyManager::get<AvatarManager>()->getMyAvatar()->getOrientation() * glm::quat(glm::radians(glm::vec3(0.0f, 180.0f, 0.0f)));
glm::quat faceAvatarRotation = DependencyManager::get<AvatarManager>()->getMyAvatar()->getWorldOrientation() * glm::quat(glm::radians(glm::vec3(0.0f, 180.0f, 0.0f)));
glm::vec3 dim = vec3FromVariant(qApp->getOverlays().getProperty(renderState.getEndID(), "dimensions").value);
if (_distanceScaleEnd) {
dim = renderState.getEndDim() * glm::distance(pickRay.origin, endVec) * DependencyManager::get<AvatarManager>()->getMyAvatar()->getSensorToWorldScale();

View file

@ -117,7 +117,7 @@ void Base3DOverlay::setProperties(const QVariantMap& originalProperties) {
properties["position"] = vec3toVariant(getWorldPosition());
}
if (!properties["orientation"].isValid() && !properties["localOrientation"].isValid()) {
properties["orientation"] = quatToVariant(getOrientation());
properties["orientation"] = quatToVariant(getWorldOrientation());
}
}
@ -220,7 +220,7 @@ QVariant Base3DOverlay::getProperty(const QString& property) {
return vec3toVariant(getLocalPosition());
}
if (property == "rotation" || property == "orientation") {
return quatToVariant(getOrientation());
return quatToVariant(getWorldOrientation());
}
if (property == "localRotation" || property == "localOrientation") {
return quatToVariant(getLocalOrientation());

View file

@ -35,7 +35,7 @@ bool Billboardable::pointTransformAtCamera(Transform& transform, glm::quat offse
glm::vec3 billboardPos = transform.getTranslation();
glm::vec3 cameraPos = qApp->getCamera().getPosition();
// use the referencial from the avatar, y isn't always up
glm::vec3 avatarUP = DependencyManager::get<AvatarManager>()->getMyAvatar()->getOrientation()*Vectors::UP;
glm::vec3 avatarUP = DependencyManager::get<AvatarManager>()->getMyAvatar()->getWorldOrientation()*Vectors::UP;
glm::quat rotation(conjugate(toQuat(glm::lookAt(billboardPos, cameraPos, avatarUP))));

View file

@ -415,11 +415,11 @@ bool Circle3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::ve
// Scale the dimensions by the diameter
glm::vec2 dimensions = getOuterRadius() * 2.0f * getDimensions();
bool intersects = findRayRectangleIntersection(origin, direction, getRotation(), getWorldPosition(), dimensions, distance);
bool intersects = findRayRectangleIntersection(origin, direction, getWorldOrientation(), getWorldPosition(), dimensions, distance);
if (intersects) {
glm::vec3 hitPosition = origin + (distance * direction);
glm::vec3 localHitPosition = glm::inverse(getRotation()) * (hitPosition - getWorldPosition());
glm::vec3 localHitPosition = glm::inverse(getWorldOrientation()) * (hitPosition - getWorldPosition());
localHitPosition.x /= getDimensions().x;
localHitPosition.y /= getDimensions().y;
float distanceToHit = glm::length(localHitPosition);

View file

@ -163,7 +163,7 @@ bool ContextOverlayInterface::createOrDestroyContextOverlay(const EntityItemID&
}
_contextOverlay->setWorldPosition(contextOverlayPosition);
_contextOverlay->setDimensions(contextOverlayDimensions);
_contextOverlay->setRotation(entityProperties.getRotation());
_contextOverlay->setWorldOrientation(entityProperties.getRotation());
_contextOverlay->setVisible(true);
return true;

View file

@ -146,7 +146,7 @@ Transform Cube3DOverlay::evalRenderTransform() {
// TODO: handle registration point??
glm::vec3 position = getWorldPosition();
glm::vec3 dimensions = getDimensions();
glm::quat rotation = getRotation();
glm::quat rotation = getWorldOrientation();
Transform transform;
transform.setScale(dimensions);

View file

@ -146,7 +146,7 @@ void Grid3DOverlay::updateGrid() {
Transform Grid3DOverlay::evalRenderTransform() {
Transform transform;
transform.setRotation(getRotation());
transform.setRotation(getWorldOrientation());
transform.setScale(glm::vec3(getDimensions(), 1.0f));
return transform;
}

View file

@ -122,7 +122,7 @@ void ModelOverlay::setDrawHUDLayer(bool drawHUDLayer) {
void ModelOverlay::setProperties(const QVariantMap& properties) {
auto origPosition = getWorldPosition();
auto origRotation = getRotation();
auto origRotation = getWorldOrientation();
auto origDimensions = getDimensions();
auto origScale = getSNScale();
@ -143,7 +143,7 @@ void ModelOverlay::setProperties(const QVariantMap& properties) {
_scaleToFit = false;
}
if (origPosition != getWorldPosition() || origRotation != getRotation() || origDimensions != getDimensions() || origScale != getSNScale()) {
if (origPosition != getWorldPosition() || origRotation != getWorldOrientation() || origDimensions != getDimensions() || origScale != getSNScale()) {
_updateModel = true;
}
@ -383,7 +383,7 @@ void ModelOverlay::locationChanged(bool tellPhysics) {
// FIXME Start using the _renderTransform instead of calling for Transform and Dimensions from here, do the custom things needed in evalRenderTransform()
if (_model && _model->isActive()) {
_model->setRotation(getRotation());
_model->setRotation(getWorldOrientation());
_model->setTranslation(getWorldPosition());
}
}

View file

@ -828,7 +828,7 @@ PointerEvent Overlays::calculateOverlayPointerEvent(OverlayID overlayID, PickRay
return PointerEvent();
}
glm::vec3 position = overlay->getWorldPosition();
glm::quat rotation = overlay->getRotation();
glm::quat rotation = overlay->getWorldOrientation();
glm::vec2 dimensions = overlay->getSize();

View file

@ -68,7 +68,7 @@ namespace render {
if (overlay->getAnchor() == Overlay::MY_AVATAR) {
auto batch = args->_batch;
auto avatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
glm::quat myAvatarRotation = avatar->getOrientation();
glm::quat myAvatarRotation = avatar->getWorldOrientation();
glm::vec3 myAvatarPosition = avatar->getWorldPosition();
float angle = glm::degrees(glm::angle(myAvatarRotation));
glm::vec3 axis = glm::axis(myAvatarRotation);

View file

@ -69,7 +69,7 @@ QVariant Planar3DOverlay::getProperty(const QString& property) {
bool Planar3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, glm::vec3& surfaceNormal) {
// FIXME - face and surfaceNormal not being returned
return findRayRectangleIntersection(origin, direction, getRotation(), getWorldPosition(), getDimensions(), distance);
return findRayRectangleIntersection(origin, direction, getWorldOrientation(), getWorldPosition(), getDimensions(), distance);
}
Transform Planar3DOverlay::evalRenderTransform() {

View file

@ -61,7 +61,7 @@ void Rectangle3DOverlay::render(RenderArgs* args) {
glm::vec3 position = getWorldPosition();
glm::vec2 dimensions = getDimensions();
glm::vec2 halfDimensions = dimensions * 0.5f;
glm::quat rotation = getRotation();
glm::quat rotation = getWorldOrientation();
auto batch = args->_batch;

View file

@ -123,7 +123,7 @@ Transform Shape3DOverlay::evalRenderTransform() {
// TODO: handle registration point??
glm::vec3 position = getWorldPosition();
glm::vec3 dimensions = getDimensions();
glm::quat rotation = getRotation();
glm::quat rotation = getWorldOrientation();
Transform transform;
transform.setScale(dimensions);

View file

@ -20,7 +20,7 @@ Volume3DOverlay::Volume3DOverlay(const Volume3DOverlay* volume3DOverlay) :
AABox Volume3DOverlay::getBounds() const {
auto extents = Extents{_localBoundingBox};
extents.rotate(getRotation());
extents.rotate(getWorldOrientation());
extents.shiftBy(getWorldPosition());
return AABox(extents);

View file

@ -615,7 +615,7 @@ bool Web3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3&
// Don't call applyTransformTo() or setTransform() here because this code runs too frequently.
// Produce the dimensions of the overlay based on the image's aspect ratio and the overlay's scale.
return findRayRectangleIntersection(origin, direction, getRotation(), getWorldPosition(), getSize(), distance);
return findRayRectangleIntersection(origin, direction, getWorldOrientation(), getWorldPosition(), getSize(), distance);
}
Web3DOverlay* Web3DOverlay::createClone() const {

View file

@ -456,11 +456,11 @@ void Avatar::measureMotionDerivatives(float deltaTime) {
setVelocity(velocity);
// angular
glm::quat orientation = getOrientation();
glm::quat orientation = getWorldOrientation();
glm::quat delta = glm::inverse(_lastOrientation) * orientation;
glm::vec3 angularVelocity = glm::axis(delta) * glm::angle(delta) * invDeltaTime;
setAngularVelocity(angularVelocity);
_lastOrientation = getOrientation();
_lastOrientation = getWorldOrientation();
}
enum TextRendererType {
@ -722,7 +722,7 @@ void Avatar::simulateAttachments(float deltaTime) {
if (attachment.isSoft) {
// soft attachments do not have transform offsets
model->setTranslation(getWorldPosition());
model->setRotation(getOrientation() * Quaternions::Y_180);
model->setRotation(getWorldOrientation() * Quaternions::Y_180);
model->simulate(deltaTime);
} else {
if (_skeletonModel->getJointPositionInWorldFrame(jointIndex, jointPosition) &&
@ -902,7 +902,7 @@ glm::vec3 Avatar::getSkeletonPosition() const {
// The avatar is rotated PI about the yAxis, so we have to correct for it
// to get the skeleton offset contribution in the world-frame.
const glm::quat FLIP = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
return getWorldPosition() + getOrientation() * FLIP * _skeletonOffset;
return getWorldPosition() + getWorldOrientation() * FLIP * _skeletonOffset;
}
QVector<glm::quat> Avatar::getJointRotations() const {
@ -1473,11 +1473,11 @@ glm::quat Avatar::getUncachedRightPalmRotation() const {
void Avatar::setPositionViaScript(const glm::vec3& position) {
setWorldPosition(position);
updateAttitude(getOrientation());
updateAttitude(getWorldOrientation());
}
void Avatar::setOrientationViaScript(const glm::quat& orientation) {
setOrientation(orientation);
setWorldOrientation(orientation);
updateAttitude(orientation);
}

View file

@ -318,8 +318,8 @@ protected:
void fade(render::Transaction& transaction, render::Transition::Type type);
glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getBodyRightDirection() const { return getWorldOrientation() * IDENTITY_RIGHT; }
glm::vec3 getBodyUpDirection() const { return getWorldOrientation() * IDENTITY_UP; }
void measureMotionDerivatives(float deltaTime);
float getSkeletonHeight() const;

View file

@ -253,7 +253,7 @@ void Head::setScale (float scale) {
}
glm::quat Head::getFinalOrientationInWorldFrame() const {
return _owningAvatar->getOrientation() * getFinalOrientationInLocalFrame();
return _owningAvatar->getWorldOrientation() * getFinalOrientationInLocalFrame();
}
glm::quat Head::getFinalOrientationInLocalFrame() const {

View file

@ -127,7 +127,7 @@ void SkeletonModel::updateAttitude(const glm::quat& orientation) {
// Called by Avatar::simulate after it has set the joint states (fullUpdate true if changed),
// but just before head has been simulated.
void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
updateAttitude(_owningAvatar->getOrientation());
updateAttitude(_owningAvatar->getWorldOrientation());
if (fullUpdate) {
setBlendshapeCoefficients(_owningAvatar->getHead()->getSummedBlendshapeCoefficients());

View file

@ -118,12 +118,12 @@ void AvatarData::setTargetScale(float targetScale) {
}
glm::vec3 AvatarData::getHandPosition() const {
return getOrientation() * _handPosition + getWorldPosition();
return getWorldOrientation() * _handPosition + getWorldPosition();
}
void AvatarData::setHandPosition(const glm::vec3& handPosition) {
// store relative to position/orientation
_handPosition = glm::inverse(getOrientation()) * (handPosition - getWorldPosition());
_handPosition = glm::inverse(getWorldOrientation()) * (handPosition - getWorldPosition());
}
void AvatarData::lazyInitHeadData() const {
@ -1900,7 +1900,7 @@ void registerAvatarTypes(QScriptEngine* engine) {
void AvatarData::setRecordingBasis(std::shared_ptr<Transform> recordingBasis) {
if (!recordingBasis) {
recordingBasis = std::make_shared<Transform>();
recordingBasis->setRotation(getOrientation());
recordingBasis->setRotation(getWorldOrientation());
recordingBasis->setTranslation(getWorldPosition());
// TODO: find a different way to record/playback the Scale of the avatar
//recordingBasis->setScale(getTargetScale());
@ -2066,7 +2066,7 @@ void AvatarData::fromJson(const QJsonObject& json, bool useFrameSkeleton) {
setWorldPosition(currentBasis->getTranslation());
orientation = currentBasis->getRotation();
}
setOrientation(orientation);
setWorldOrientation(orientation);
updateAttitude(orientation);
// Do after avatar orientation because head look-at needs avatar orientation.
@ -2153,36 +2153,36 @@ void AvatarData::fromFrame(const QByteArray& frameData, AvatarData& result, bool
}
float AvatarData::getBodyYaw() const {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getWorldOrientation()));
return eulerAngles.y;
}
void AvatarData::setBodyYaw(float bodyYaw) {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getWorldOrientation()));
eulerAngles.y = bodyYaw;
setOrientation(glm::quat(glm::radians(eulerAngles)));
setWorldOrientation(glm::quat(glm::radians(eulerAngles)));
}
float AvatarData::getBodyPitch() const {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getWorldOrientation()));
return eulerAngles.x;
}
void AvatarData::setBodyPitch(float bodyPitch) {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getWorldOrientation()));
eulerAngles.x = bodyPitch;
setOrientation(glm::quat(glm::radians(eulerAngles)));
setWorldOrientation(glm::quat(glm::radians(eulerAngles)));
}
float AvatarData::getBodyRoll() const {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getWorldOrientation()));
return eulerAngles.z;
}
void AvatarData::setBodyRoll(float bodyRoll) {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getWorldOrientation()));
eulerAngles.z = bodyRoll;
setOrientation(glm::quat(glm::radians(eulerAngles)));
setWorldOrientation(glm::quat(glm::radians(eulerAngles)));
}
void AvatarData::setPositionViaScript(const glm::vec3& position) {
@ -2190,7 +2190,7 @@ void AvatarData::setPositionViaScript(const glm::vec3& position) {
}
void AvatarData::setOrientationViaScript(const glm::quat& orientation) {
SpatiallyNestable::setOrientation(orientation);
SpatiallyNestable::setWorldOrientation(orientation);
}
glm::quat AvatarData::getAbsoluteJointRotationInObjectFrame(int index) const {

View file

@ -359,7 +359,7 @@ class AvatarData : public QObject, public SpatiallyNestable {
Q_PROPERTY(float bodyPitch READ getBodyPitch WRITE setBodyPitch)
Q_PROPERTY(float bodyRoll READ getBodyRoll WRITE setBodyRoll)
Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientationViaScript)
Q_PROPERTY(glm::quat orientation READ getWorldOrientation WRITE setOrientationViaScript)
Q_PROPERTY(glm::quat headOrientation READ getHeadOrientation WRITE setHeadOrientation)
Q_PROPERTY(float headPitch READ getHeadPitch WRITE setHeadPitch)
Q_PROPERTY(float headYaw READ getHeadYaw WRITE setHeadYaw)

View file

@ -49,11 +49,11 @@ void HeadData::setRawOrientation(const glm::quat& q) {
glm::quat HeadData::getOrientation() const {
return _owningAvatar->getOrientation() * getRawOrientation();
return _owningAvatar->getWorldOrientation() * getRawOrientation();
}
void HeadData::setHeadOrientation(const glm::quat& orientation) {
glm::quat bodyOrientation = _owningAvatar->getOrientation();
glm::quat bodyOrientation = _owningAvatar->getWorldOrientation();
glm::vec3 eulers = glm::degrees(safeEulerAngles(glm::inverse(bodyOrientation) * orientation));
_basePitch = eulers.x;
_baseYaw = eulers.y;
@ -62,10 +62,10 @@ void HeadData::setHeadOrientation(const glm::quat& orientation) {
void HeadData::setOrientation(const glm::quat& orientation) {
// rotate body about vertical axis
glm::quat bodyOrientation = _owningAvatar->getOrientation();
glm::quat bodyOrientation = _owningAvatar->getWorldOrientation();
glm::vec3 newForward = glm::inverse(bodyOrientation) * (orientation * IDENTITY_FORWARD);
bodyOrientation = bodyOrientation * glm::angleAxis(atan2f(-newForward.x, -newForward.z), glm::vec3(0.0f, 1.0f, 0.0f));
_owningAvatar->setOrientation(bodyOrientation);
_owningAvatar->setWorldOrientation(bodyOrientation);
// the rest goes to the head
setHeadOrientation(orientation);
@ -154,7 +154,7 @@ QJsonObject HeadData::toJson() const {
}
auto lookat = getLookAtPosition();
if (lookat != vec3()) {
vec3 relativeLookAt = glm::inverse(_owningAvatar->getOrientation()) *
vec3 relativeLookAt = glm::inverse(_owningAvatar->getWorldOrientation()) *
(getLookAtPosition() - _owningAvatar->getWorldPosition());
headJson[JSON_AVATAR_HEAD_LOOKAT] = toJsonValue(relativeLookAt);
}
@ -185,7 +185,7 @@ void HeadData::fromJson(const QJsonObject& json) {
if (json.contains(JSON_AVATAR_HEAD_LOOKAT)) {
auto relativeLookAt = vec3FromJsonValue(json[JSON_AVATAR_HEAD_LOOKAT]);
if (glm::length2(relativeLookAt) > 0.01f) {
setLookAtPosition((_owningAvatar->getOrientation() * relativeLookAt) + _owningAvatar->getWorldPosition());
setLookAtPosition((_owningAvatar->getWorldOrientation() * relativeLookAt) + _owningAvatar->getWorldPosition());
}
}

View file

@ -66,7 +66,7 @@ float ScriptAvatarData::getBodyRoll() const {
}
glm::quat ScriptAvatarData::getOrientation() const {
if (AvatarSharedPointer sharedAvatarData = _avatarData.lock()) {
return sharedAvatarData->getOrientation();
return sharedAvatarData->getWorldOrientation();
} else {
return glm::quat();
}

View file

@ -510,7 +510,7 @@ static glm::vec2 projectOntoEntityXYPlane(EntityItemPointer entity, const PickRa
if (entity) {
glm::vec3 entityPosition = entity->getWorldPosition();
glm::quat entityRotation = entity->getRotation();
glm::quat entityRotation = entity->getWorldOrientation();
glm::vec3 entityDimensions = entity->getDimensions();
glm::vec3 entityRegistrationPoint = entity->getRegistrationPoint();

View file

@ -29,7 +29,7 @@ void LightEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPoint
auto light = lightPayload.editLight();
light->setPosition(entity->getWorldPosition());
light->setOrientation(entity->getRotation());
light->setOrientation(entity->getWorldOrientation());
bool success;
lightPayload.editBound() = entity->getAABox(success);

View file

@ -123,7 +123,7 @@ void RenderableModelEntityItem::doInitialModelSimulation() {
// now recalculate the bounds and registration
model->setScaleToFit(true, getDimensions());
model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
model->setRotation(getRotation());
model->setRotation(getWorldOrientation());
model->setTranslation(getWorldPosition());
if (_needsInitialSimulation) {

View file

@ -155,7 +155,7 @@ void PolyLineEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPo
_polylineTransform = Transform();
_polylineTransform.setTranslation(entity->getWorldPosition());
_polylineTransform.setRotation(entity->getRotation());
_polylineTransform.setRotation(entity->getWorldOrientation());
if (pointsChanged) {
_lastPoints = entity->getLinePoints();

View file

@ -247,7 +247,7 @@ glm::mat4 RenderablePolyVoxEntityItem::localToVoxelMatrix() const {
}
glm::mat4 RenderablePolyVoxEntityItem::voxelToWorldMatrix() const {
glm::mat4 rotation = glm::mat4_cast(getRotation());
glm::mat4 rotation = glm::mat4_cast(getWorldOrientation());
glm::mat4 translation = glm::translate(getWorldPosition());
return translation * rotation * voxelToLocalMatrix();
}

View file

@ -83,7 +83,7 @@ void ShapeEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
_shape = entity->getShape();
_position = entity->getWorldPosition();
_dimensions = entity->getDimensions();
_orientation = entity->getOrientation();
_orientation = entity->getWorldOrientation();
_renderTransform = getModelTransform();
if (_shape == entity::Sphere) {

View file

@ -201,7 +201,7 @@ void ZoneEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& scen
entity->resetRenderingPropertiesChanged();
_lastPosition = entity->getWorldPosition();
_lastRotation = entity->getRotation();
_lastRotation = entity->getWorldOrientation();
_lastDimensions = entity->getDimensions();
_keyLightProperties = entity->getKeyLightProperties();
@ -277,7 +277,7 @@ bool ZoneEntityRenderer::needsRenderUpdateFromTypedEntity(const TypedEntityPoint
if (entity->getDimensions() != _lastDimensions) {
return true;
}
if (entity->getRotation() != _lastRotation) {
if (entity->getWorldOrientation() != _lastRotation) {
return true;
}

View file

@ -1169,7 +1169,7 @@ bool EntityItem::wantTerseEditLogging() const {
glm::mat4 EntityItem::getEntityToWorldMatrix() const {
glm::mat4 translation = glm::translate(getWorldPosition());
glm::mat4 rotation = glm::mat4_cast(getRotation());
glm::mat4 rotation = glm::mat4_cast(getWorldOrientation());
glm::mat4 scale = glm::scale(getDimensions());
glm::mat4 registration = glm::translate(ENTITY_ITEM_DEFAULT_REGISTRATION_POINT - getRegistrationPoint());
return translation * rotation * scale * registration;
@ -1464,7 +1464,7 @@ AACube EntityItem::getMinimumAACube(bool& success) const {
glm::vec3 unrotatedMinRelativeToEntity = - (dimensions * _registrationPoint);
glm::vec3 unrotatedMaxRelativeToEntity = dimensions * (glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint);
Extents extents = { unrotatedMinRelativeToEntity, unrotatedMaxRelativeToEntity };
extents.rotate(getRotation());
extents.rotate(getWorldOrientation());
// shift the extents to be relative to the position/registration point
extents.shiftBy(position);
@ -1494,7 +1494,7 @@ AABox EntityItem::getAABox(bool& success) const {
glm::vec3 unrotatedMinRelativeToEntity = - (dimensions * _registrationPoint);
glm::vec3 unrotatedMaxRelativeToEntity = dimensions * (glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint);
Extents extents = { unrotatedMinRelativeToEntity, unrotatedMaxRelativeToEntity };
extents.rotate(getRotation());
extents.rotate(getWorldOrientation());
// shift the extents to be relative to the position/registration point
extents.shiftBy(position);
@ -2384,7 +2384,7 @@ void EntityItem::globalizeProperties(EntityItemProperties& properties, const QSt
auto globalPosition = getWorldPosition(success);
if (success) {
properties.setPosition(globalPosition + offset);
properties.setRotation(getRotation());
properties.setRotation(getWorldOrientation());
properties.setDimensions(getDimensions());
// Should we do velocities and accelerations, too? This could end up being quite involved, which is why the method exists.
} else {

View file

@ -388,7 +388,7 @@ QUuid EntityScriptingInterface::editEntity(QUuid id, const EntityItemProperties&
properties.setPosition(entity->getWorldPosition());
}
if (!scriptSideProperties.localRotationChanged() && !scriptSideProperties.rotationChanged()) {
properties.setRotation(entity->getOrientation());
properties.setRotation(entity->getWorldOrientation());
}
}
properties = convertLocationFromScriptSemantics(properties);
@ -1798,7 +1798,7 @@ glm::mat4 EntityScriptingInterface::getEntityTransform(const QUuid& entityID) {
EntityItemPointer entity = _entityTree->findEntityByEntityItemID(EntityItemID(entityID));
if (entity) {
glm::mat4 translation = glm::translate(entity->getWorldPosition());
glm::mat4 rotation = glm::mat4_cast(entity->getRotation());
glm::mat4 rotation = glm::mat4_cast(entity->getWorldOrientation());
result = translation * rotation;
}
});

View file

@ -662,7 +662,7 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con
}
// extents is the entity relative, scaled, centered extents of the entity
glm::mat4 rotation = glm::mat4_cast(entity->getRotation());
glm::mat4 rotation = glm::mat4_cast(entity->getWorldOrientation());
glm::mat4 translation = glm::translate(entity->getWorldPosition());
glm::mat4 entityToWorldMatrix = translation * rotation;
glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix);
@ -787,7 +787,7 @@ void EntityTreeElement::getEntities(const glm::vec3& searchPosition, float searc
} else {
// determine the worldToEntityMatrix that doesn't include scale because
// we're going to use the registration aware aa box in the entity frame
glm::mat4 rotation = glm::mat4_cast(entity->getRotation());
glm::mat4 rotation = glm::mat4_cast(entity->getWorldOrientation());
glm::mat4 translation = glm::translate(entity->getWorldPosition());
glm::mat4 entityToWorldMatrix = translation * rotation;
glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix);

View file

@ -411,7 +411,7 @@ glm::mat4 PolyVoxEntityItem::localToVoxelMatrix() const {
}
glm::mat4 PolyVoxEntityItem::voxelToWorldMatrix() const {
glm::mat4 rotation = glm::mat4_cast(getRotation());
glm::mat4 rotation = glm::mat4_cast(getWorldOrientation());
glm::mat4 translation = glm::translate(getWorldPosition());
return translation * rotation * voxelToLocalMatrix();
}

View file

@ -134,7 +134,7 @@ bool TextEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const
void** intersectedObject, bool precisionPicking) const {
glm::vec3 dimensions = getDimensions();
glm::vec2 xyDimensions(dimensions.x, dimensions.y);
glm::quat rotation = getRotation();
glm::quat rotation = getWorldOrientation();
glm::vec3 position = getWorldPosition() + rotation *
(dimensions * (ENTITY_ITEM_DEFAULT_REGISTRATION_POINT - getRegistrationPoint()));

View file

@ -111,7 +111,7 @@ bool WebEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const g
void** intersectedObject, bool precisionPicking) const {
glm::vec3 dimensions = getDimensions();
glm::vec2 xyDimensions(dimensions.x, dimensions.y);
glm::quat rotation = getRotation();
glm::quat rotation = getWorldOrientation();
glm::vec3 position = getWorldPosition() + rotation * (dimensions * (ENTITY_ITEM_DEFAULT_REGISTRATION_POINT - getRegistrationPoint()));
if (findRayRectangleIntersection(origin, direction, rotation, position, xyDimensions, distance)) {

View file

@ -109,7 +109,7 @@ void EntityMotionState::handleDeactivation() {
// and also to RigidBody
btTransform worldTrans;
worldTrans.setOrigin(glmToBullet(_entity->getWorldPosition()));
worldTrans.setRotation(glmToBullet(_entity->getRotation()));
worldTrans.setRotation(glmToBullet(_entity->getWorldOrientation()));
_body->setWorldTransform(worldTrans);
// no need to update velocities... should already be zero
}
@ -246,7 +246,7 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
_accelerationNearlyGravityCount = (uint8_t)(-1);
}
worldTrans.setOrigin(glmToBullet(getObjectPosition()));
worldTrans.setRotation(glmToBullet(_entity->getRotation()));
worldTrans.setRotation(glmToBullet(_entity->getWorldOrientation()));
}
// This callback is invoked by the physics simulation at the end of each simulation step...
@ -264,7 +264,7 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
qCDebug(physics) << "EntityMotionState::setWorldTransform setPosition failed" << _entity->getID();
}
bool orientationSuccess;
_entity->setOrientation(bulletToGLM(worldTrans.getRotation()), orientationSuccess, false);
_entity->setWorldOrientation(bulletToGLM(worldTrans.getRotation()), orientationSuccess, false);
if (!orientationSuccess) {
static QString repeatedMessage =
LogHandler::getInstance().addRepeatedMessageRegex("EntityMotionState::setWorldTransform "

View file

@ -58,7 +58,7 @@ public:
virtual float getObjectAngularDamping() const override { return _entity->getAngularDamping(); }
virtual glm::vec3 getObjectPosition() const override { return _entity->getWorldPosition() - ObjectMotionState::getWorldOffset(); }
virtual glm::quat getObjectRotation() const override { return _entity->getRotation(); }
virtual glm::quat getObjectRotation() const override { return _entity->getWorldOrientation(); }
virtual glm::vec3 getObjectLinearVelocity() const override { return _entity->getVelocity(); }
virtual glm::vec3 getObjectAngularVelocity() const override { return _entity->getAngularVelocity(); }
virtual glm::vec3 getObjectGravity() const override { return _entity->getGravity(); }

View file

@ -54,8 +54,8 @@ bool ObjectActionTractor::getTarget(float deltaTimeStep, glm::quat& rotation, gl
if (!_otherID.isNull()) {
if (other) {
rotation = _desiredRotationalTarget * other->getRotation();
position = other->getRotation() * _desiredPositionalTarget + other->getWorldPosition();
rotation = _desiredRotationalTarget * other->getWorldOrientation();
position = other->getWorldOrientation() * _desiredPositionalTarget + other->getWorldPosition();
} else {
// we should have an "other" but can't find it, so disable the tractor.
linearTimeScale = FLT_MAX;

View file

@ -420,13 +420,13 @@ void SpatiallyNestable::setWorldPosition(const glm::vec3& position) {
#endif
}
glm::quat SpatiallyNestable::getOrientation(bool& success) const {
glm::quat SpatiallyNestable::getWorldOrientation(bool& success) const {
return getTransform(success).getRotation();
}
glm::quat SpatiallyNestable::getOrientation() const {
glm::quat SpatiallyNestable::getWorldOrientation() const {
bool success;
auto result = getOrientation(success);
auto result = getWorldOrientation(success);
#ifdef WANT_DEBUG
if (!success) {
qCDebug(shared) << "Warning -- getOrientation failed" << getID();
@ -435,11 +435,11 @@ glm::quat SpatiallyNestable::getOrientation() const {
return result;
}
glm::quat SpatiallyNestable::getOrientation(int jointIndex, bool& success) const {
glm::quat SpatiallyNestable::getWorldOrientation(int jointIndex, bool& success) const {
return getTransform(jointIndex, success).getRotation();
}
void SpatiallyNestable::setOrientation(const glm::quat& orientation, bool& success, bool tellPhysics) {
void SpatiallyNestable::setWorldOrientation(const glm::quat& orientation, bool& success, bool tellPhysics) {
// guard against introducing NaN into the transform
if (isNaN(orientation)) {
success = false;
@ -463,9 +463,9 @@ void SpatiallyNestable::setOrientation(const glm::quat& orientation, bool& succe
}
}
void SpatiallyNestable::setOrientation(const glm::quat& orientation) {
void SpatiallyNestable::setWorldOrientation(const glm::quat& orientation) {
bool success;
setOrientation(orientation, success);
setWorldOrientation(orientation, success);
#ifdef WANT_DEBUG
if (!success) {
qCDebug(shared) << "Warning -- setOrientation failed" << getID();

View file

@ -83,15 +83,11 @@ public:
virtual void setWorldPosition(const glm::vec3& position, bool& success, bool tellPhysics = true);
virtual void setWorldPosition(const glm::vec3& position);
virtual glm::quat getOrientation(bool& success) const;
virtual glm::quat getOrientation() const;
virtual glm::quat getOrientation(int jointIndex, bool& success) const;
virtual void setOrientation(const glm::quat& orientation, bool& success, bool tellPhysics = true);
virtual void setOrientation(const glm::quat& orientation);
// these are here because some older code uses rotation rather than orientation
virtual const glm::quat getRotation() const { return getOrientation(); }
virtual void setRotation(glm::quat orientation) { setOrientation(orientation); }
virtual glm::quat getWorldOrientation(bool& success) const;
virtual glm::quat getWorldOrientation() const;
virtual glm::quat getWorldOrientation(int jointIndex, bool& success) const;
virtual void setWorldOrientation(const glm::quat& orientation, bool& success, bool tellPhysics = true);
virtual void setWorldOrientation(const glm::quat& orientation);
virtual glm::vec3 getVelocity(bool& success) const;
virtual glm::vec3 getVelocity() const;